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Far Cry 4

A fix by DarkStarSword and mike_ar69

Special thanks to Bo3b for the decompiler fixes and DHR for discovering the Max Payne 3 profile!

Download the updated fix: 3Dfix-Far Cry 4-2015-12-21.zip

If you have issues with the new version, the old one is still available (refer to it's README.txt for installation instructions): 3Dfix-Far Cry 4-2015-06-05.zip

Update 2015-12-21

This is a major update to showcase new 3DMigoto features. For the original fix, Bo3b and I had already spent a good deal of engineering effort adding a new input infrastructure to 3DMigoto to add the aiming down sights convergence preset that was necessary to make the game playable, but there were numerous other wishlist items that were not possible to fix at the time, but not important enough to delay releasing the fix.

I've since been working behind the scenes adding new features to 3DMigoto to give our community the ability to fix many more advanced issues in DX11 games, and since this is the main game I use to demo 3D Vision in public I decided that it would be a good choice to showcase many of these new features.
  -DarkStarSword

  • Automatically adjust the crosshair and weapon sight depth to rest on the target, and for the first time ever the depth buffer from the opposite eye is used to improve the accuracy of the auto crosshair (new features: texture & constant buffer copying, reverse stereo blit)

  • Automatically adjust various floating icons in the HUD based on the depth buffer (new features: same as auto crosshair, access vertex buffers as structured buffers, screen size injection, texture filtering, texture injection)

  • Automatically adjust the camera HUD depth, and leave vignette full screen (similar to above, but also used texture hash tracking and intra-frame texture detection)

  • Disable aiming convergence preset while descending ropes (new features: conditional overrides, shader & texture detection)

  • Fixed one frame sync issue on shadows when anti-aliasing was disabled or set to SMAA (This was a game bug and is present in 2D as well, but shows the flexibility of just what we can achieve using the arbitrary resource copying feature of 3DMigoto)

  • Fixed artefacts on rocky surfaces when using NVIDIA HBAO+ (more info and screenshots here. New feature: constant buffer copying)

  • Removed need for 2560x1440 users to edit the d3dx.ini (new feature: texture hashes independent of resolution)

  • Aligned repair tool flame with repair tool, and aligned sparks with vehicle being repaired (new features: intra-frame texture detection, arbitrary resource copying)

  • Fixed reflected glow of sun & moon (new feature: render target size filtering)

  • Fixed NVIDIA Hairworks simulated fur glitch at depth == 1.0 (new features: ability to fix domain shaders & use Flugan's assembler)

  • Fixed box shaped artefact on NVIDIA soft shadows (new feature: Flugan's assembler)

  • Fixed interior shadow mask clipping on windows & doors (No new feature strictly required to fix it, but the new frame analysis features were crucial to identify the cause of this issue)

  • Stretched vignette on world map to full 3D screen (new features: texture filtering & texture hash tracking. Note: on my screen I get a slight moire effect in the crosstalk that can make it look 2D on the white background beyond the edge of the map, but it looks fine on a non-white background)

  • Fixed minor inverted emboss on patchy snow (Manually fixed. Bo3b has since improved 3DMigoto's handling of booleans in HLSL for these type of issues)

  • Fixed environmental reflections when texture quality >= high

  • Fixed reflections of several more objects

  • Improved accuracy of specular highlight fix

  • Re-enabled ripples and foam in river in prologue

  • Fixed several shaders used in some community maps (just some of the more common ones I saw in a few maps - I'm not going to fix every map)

Fixed in original release

  • Shadows
  • Halos
  • Water reflections
  • Environment reflections
  • Specular highlights
  • Interior building masks
  • Clipping on lights
  • Low convergence preset activated when aiming via right mouse or left trigger (you can edit the d3dx.ini file to adjust the convergence amount or key binding under [Key1] and [Key2]).
  • UI/HUD depth adjusted to fixed depth.
  • Weapon sight depth adjusted to fixed depth.
  • "Dirty lens" bloom depth adjusted
  • nVidia god rays ("ENHANCED" option in settings)
  • Regular god rays (while looking at sun through trees)
  • Underwater green fog volume
  • Underwater caustics
  • Halos around lights
  • Decals
  • Sun/moon glow
  • Fog

Installation

  1. Use driver 358.87 (Newer drivers may work as well, but this the recommended driver for this game as it is known to work well for a lot of people, including Windows 10 users. It is no longer necessary to change the game profile with these newer drivers).

  2. Unpack zip to Far Cry 4\bin directory

  3. If game switches to windowed mode after launch, press alt+enter to switch back to full screen

  4. Set ambient occlusion to HBAO+ or SSAO. HBAO+ looks significantly better than SSAO and is highly recommended, especially now I've fixed the artefacts it had on rocky surfaces. SSAO may not work on earlier versions of the game.

  5. Disable motion blur, as it causes rendering artefacts.

  6. If you are using SLI, set terrain to medium or lower to get good performance.

HUD Depth

Most of the HUD is now automatically adjusted, but there are a few tweaks available in the d3dx.ini in the [Constants] section:

  • x sets the depth of any HUD element that is not automatically adjusted

  • y sets a minimum depth for any automatically adjusted HUD element

  • z sets the depth of the minimap. Use -1 to automatically adjust it, but I found that could be distracting given the gun can wave around in front of it while running.

Known Issues

  • Shangri-La missions are reportedly broken with SLI for some users (need to confirm, but it seems these may now be working with the latest drivers). The only known workarounds are to turn off either 3D or SLI for these missions.

  • An outline of the current weapon may show offset to the right in certain rivers (most notably in the prologue) while using MSAA or TXAA. This is a game bug that occurs even in 2D without the fix installed. Most water does not suffer from this problem.

  • The text showing the distance to a waypoint is not lined up with the floating waypoint icon. This would be tricky to fix as the text is drawn earlier in the frame than the icon and there's no easy way to distinguish it from any other text that we don't want to adjust.

Notes

If you find any rendering issues be sure to mention where the broken effect was in the game, and what settings you are using - particularly anti-aliasing, shadows, water and vegetation.


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